Shader "UGUI/Particles/Hidden"
{
	Properties
	{
	}
	SubShader
	{
		Tags { "Queue"="Geometry" "RenderType"="Opaque" }
		Cull Off Lighting Off ZWrite Off Fog { Mode Off }
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			struct v2f
			{
				float4 vertex : SV_POSITION;
			};

			v2f vert ()
			{
				v2f o;
				o.vertex = fixed4(0, 0, 0, 0);
				return o;
			}

			fixed4 frag (v2f i) : SV_Target
			{
				discard;
				return fixed4(0, 0, 0, 0);
			}
			ENDCG
		}
	}
}